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Death House ters are traveling a lonely road through the woods when

You can run Curse of Strahd for 1st-level characters


the fog engulfs them, spiriting them away to the land
with the help of this optional mini-adventure, which is
of Barovia.
designed to advance characters to 3rd level. Players
creating 1st-level characters can use the haunted one Creeping Fog
character background in appendix A, or they can pick
backgrounds from the Players Handbook as normal. This scenario assumes that the characters are camping
Before the characters can explore the haunted town- in a forest when the fog engulfs them. They are quietly
house known as Death House, you need to guide them borne to the edge of Barovia.
to the village of Barovia. The Creeping Fog adventure
hook in chapter 1 works best, as it introduces few dis-
The woods are quiet this night, and the air grows chill.
tractions. Once the characters arrive in Strahds do-
Your fire sputters as a low mist gathers around the edges
main, steer them to the village. For the duration of this
introductory adventure, any attempt by the characters to of your camp, growing closer as the night wears on. By
explore other locations in Strahds domain causes the morning, the fog hangs thick in the air, turning the trees
mists of Ravenloft to block their path. around you into gray ghosts. Then you notice these arent
the same trees that surrounded you the night before.
A Classic Retold
Curse of Strahd is a retelling of the original Ravenloft
No matter which direction they go, the characters come
adventure, which was published in 1983 by TSR, Inc. In
to a lonely dirt road that cuts through the woods, leading
the years since, the original has gained a reputation as
to just outside the village of Barovia.
one of the greatest Dungeons & Dragons adventures
ever, and it went on to inspire the creation of a campaign
setting of the same name in 1990: Ravenloft, home of
the Domains of Dread. Where can I find Curse of Strahd?
Module I6: Ravenloft, written by Tracy and Laura Curse of Strahd is available in hobby stores that are part of
the Wizards Play Network on March 4. Its also available
Hickman, broke new ground by presenting a D&D ad-
online and at other retailers starting on March 15. You can
venture that was as much story-driven as location-based,
pre-order it today on Amazon.com.
featuring a villain who was complex and terrifying. Cas-
tle Ravenloft, with its amazing three-dimensional maps,
remains to this day one of the most iconic and memora-
ble of all D&D dungeons.
This preview introduces characters to the land of
Barovia. The Curse of Strahd book includes the original
adventure, as well as expanded material developed in
consultation with Tracy and Laura Hickman. It expands Darklord
what we know about the lands around Castle Ravenloft
and sheds new light on the dark past of the castles lord.
The lands of Barovia are from a forgotten world in the
D&D multiverse, and this adventure gives glimpses into
that world. In time, cursed Barovia was torn from its
home world by the Dark Powers and bound
in mist as one of the Domains of Dread in rer
Conju
the Shadowfell.
9
Adventure Hooks
In the event that begins the adventure, the
fates of Strahd and the adventurers are
entwined as the characters are invited or
forced into his domain. Different
ways to get the adventurers to
Barovia are described in the
sections that follow. Use which- Darklord
ever one you favor.
The Curse of Strahd adven-
ture contains other adven-
ture hooks. For the purpose
of this introductory adven-
ture, you can use Creeping 9
Fog, in which the charac- Conju
rer

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One square = 40 feet

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History The gravel road leads to a village, its tall houses dark as
Death House is the name given to an old row house in tombstones. Nestled among these solemn dwellings
the village of Baroviaarea E7 on the village map. (The are a handful of closed-up shops. Even the tavern is
other locations labeled on the map feature in the Curse
shut tight.
of Strahd adventure.) The house has been burned to the
ground many times, only to rise from the ashes time and A soft whimpering draws your eye toward a pair of
againby its own will or that of Strahd. Locals give the children standing in the middle of an otherwise life-
building a wide berth for fear of antagonizing the evil less street.
spirits believed to haunt it.
The wealthy family that built the house practiced the
dark arts. Through seduction and indoctrination, they The children are ten-year-old Rosavalda (Rose) and
expanded their cult to include a small yet nefarious cir- her seven-year-old brother, Thornboldt (Thorn). Thorn
cle of friends. When word got out, the rest of the village is weeping and clutching a stuffed doll. Rose is trying to
turned a blind eye to the house and the nightly debauch- hush the boy.
eries happening within it. If the characters approach the children or call out to
The cult tried to summon malevolent extraplanar enti- them, add the following:
ties with no success. The cultists also preyed on visitors,
After shushing the boy, the girl turns to you and says,
Level Advancement Theres a monster in our house! She then points to
In this mini-adventure, the characters gain levels by ac-
a tall brick row house that has seen better days. Its
complishing specific goals, rather than by slaying mon-
sters. These milestones are as follows: windows are dark. It has a gated portico on the ground
Characters who gain access to the secret stairs in the at- floor, and the rusty gate is slightly ajar. The houses on
tic (area 21) advance to 2nd level. The stairs appear only either side are abandoned, their windows and doors
under certain circumstances. boarded up.
Characters advance to 3rd level once they escape from
the house (see the Endings section).
Characters who question the children learn the follow-
sacrificed them in bizarre rituals, and hosted morbid ing information:
banquets to feast on their corpses. When nothing came
The children dont know what the monster looks
of these ritualized murders, the cultists activities be-
like, but theyve heard its terrible howls.
came thinly disguised excuses to indulge their lurid fan-
Their parents (Gustav and Elisabeth Durst) keep the
tasies. The ranks of the cult thinned as members began
monster trapped in the basement.
to lose interest in the debacle.
Theres a baby (Walter) in the third-floor nursery. (Un-
Then Strahd von Zarovich arrived.
true, but the children believe it.)
The cultists regarded Strahd as a messiah sent to
them by the Dark Powers. Drawn to Strahd like moths Rose and Thorn say that they wont go back in the
to a flame, they pledged their devotion for a promise of house until they know the monster is gone. They can
immortality, but Strahd turned them away, deeming the be convinced to wait in the portico (area 1A) while the
cult and its leaders unworthy of his attention. The cult- characters search the house. Although they appear to be
ists withdrew to Death House in despair. flesh-and-blood children, Rose and Thorn are actually
The cults habit of trapping and devouring wayward illusions created by the house to lure the characters in-
visitors proved to be its downfall. On one occasion, the side. The children dont know that theyre illusions but
cult snared a band of adventurers whom Strahd had vanish if attacked or forced into the house.
lured to his domain to be his playthings. A black car- The children died of starvation centuries ago after
riage arrived at Death House soon thereafter, and from their insane parents locked them in the attic and forgot
out of its black heart stepped the vampire himself. The about them. They were too young and innocent to under-
cultists tried to impress Strahd. In response, he slaugh- stand that their parents were guilty of heinous crimes.
tered them for slaying his playthings. Centuries later, Their parents told them stories about a monster in the
the cultists spirits haunt the dungeons under the house. basement to keep the children from going down to the
The building itself, it seems, is unwilling to let the cult dungeon level. The terrible howls they heard were ac-
be forgotten. tually the screams of the cults victims.

Rose and Thorn The Mists


The characters are pulled into Strahds domain by the Characters who remain outside the house can see the
mists of Ravenloft. Forced to follow a lonely road (area mists close in around them, swallowing up the rest of
A), they eventually arrive at the village of Barovia (area the village. As more buildings disappear into the mists,
E). Once they reach the village, read: the characters are left with little choice but to seek ref-
uge in the house. The mists stop short of entering the
house but engulf anyone outside (see chapter 2, The
Lands of Barovia, for information on the mists effect).

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Areas of the House Death Houses Features
The following areas correspond to labels on the map of Death House is aware of its surroundings and all creatures
the house on page 216. within it. Its goal is to continue the work of the cult by
luring visitors to their doom. Various important features of
the house are summarized here.
The house has four stories (including the attic), with two
balconies on the third floorone facing the front of the
house, the other facing the back. The house has wooden
floors throughout, and all windows have hinges that allow
them to swing outward.
The rooms on the first and second floors are free of dust
and signs of age. The floorboards and wall panels are well
oiled, the drapes and wallpaper havent faded, and the
Rosavalda furniture looks new. No effort has been made to preserve
Rose Durst the contents of the third floor or the attic. These areas are
Thornboldt dusty and drafty, everything within them is old and draped
Thorn Durst in cobwebs, and the floorboards groan underfoot.
Ceilings vary in height by floor. The first floor has
10-foot-high ceilings, the second floor has 12-foot-high
ceilings, the third floor has 8-foot-high ceilings, and the
attic has 13-foot-high ceilings.
None of the rooms in the house are lit when the charac-
ters arrive, although most areas contain working oil lamps
or fireplaces.
Characters can burn the house to the ground if they
want, but any destruction to the house is temporary.
After 1d10 days, the house begins to repair itself. Ashes
sweep together to form blackened timbers, which then
turn back into a sturdy wooden frame around which walls
begin to materialize. Destroyed furnishings are likewise
repaired. It takes 2d6 hours for the house to complete its
resurrection. Items taken from the house arent replaced,
nor are undead that are destroyed. The dungeon level
isnt considered part of the house and cant repair itself in
this fashion.

into the wall designs. The decorative paneling follows


1. Entrance the staircase as it circles upward to the second floor.
A cloakroom (area 2B) has several black cloaks
A wrought-iron gate with hinges on one side and a lock
hanging from hooks on the walls. A top hat sits on a
on the other fills the archway of a stone portico (area
high shelf.
1A). The gate is unlocked, and its rusty hinges shriek
when the gate is opened. Oil lamps hang from the por-
tico ceiling by chains, flanking a set of oaken doors that
3. Den of Wolves
open into a grand foyer (area 1B). This oak-paneled room looks like a hunters den.
Hanging on the south wall of the foyer is a shield Mounted above the fireplace is a stags head, and po-
emblazoned with a coat-of-arms (a stylized golden sitioned around the outskirts of the room are three
windmill on a red field), flanked by framed portraits of stuffed wolves.
stony-faced aristocrats (long-dead members of the Durst Two padded chairs draped in animal furs face the
family). Mahogany-framed double doors leading from hearth, with an oak table between them supporting
the foyer to the main hall (area 2A) are set with panes of a cask of wine, two carved wooden goblets, a pipe
stained glass. rack, and a candelabrum. A chandelier hangs above a
cloth-covered table surrounded by four chairs.
2. Main Hall Two cabinets stand against the walls. The east cabinet
sports a lock that can be picked with thieves tools and
A wide hall (area 2A) runs the width of the house, with
a successful DC 15 Dexterity check. It holds a heavy
a black marble fireplace at one end and a sweeping,
crossbow, a light crossbow, a hand crossbow, and 20
red marble staircase at the other. Mounted on the wall
bolts for each weapon. The north cabinet is unlocked
above the fireplace is a longsword (nonmagical) with
and holds a small box containing a deck of playing cards
a windmill cameo worked into the hilt. The wood-pan-
and an assortment of wine glasses.
eled walls are ornately sculpted with images of vines,
flowers, nymphs, and satyrs. Characters who search the Trapdoor
walls for secret doors or otherwise inspect the panel-
A trapdoor is hidden in the southwest corner of the
ing can, with a successful DC 12 Wisdom (Perception)
floor. It cant be detected or opened until the characters
check, see serpents and skulls inconspicuously woven

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approach it from the underside (see area 32). Until then, inspection and a successful DC 12 Wisdom (Perception)
Death House supernaturally hides the trapdoor. check reveals that the youths arent really dancing but
fighting off swarms of bats.
4. Kitchen and Pantry The red marble staircase that started on the first floor
The kitchen (area 4A) is tidy, with dishware, cookware, continues its upward spiral to area 11. A cold draft can
and utensils neatly placed on shelves. A worktable has be felt coming down the steps.
a cutting board and rolling pin atop it. A stone, dome-
shaped oven stands near the east wall, its bent iron 7. Servants Room
stovepipe connecting to a hole in the ceiling. Behind An undecorated bedroom (area 7A) contains a pair of
the stove and to the left is a thin door leading to a well- beds with straw-stuffed mattresses. At the foot of each
stocked pantry (area 4B). All the food in the pantry ap- bed is an empty footlocker. Tidy servants uniforms
pears fresh but tastes bland. hang from hooks in the adjoining closet (area 7B).

Dumbwaiter Dumbwaiter
Behind a small door in the southwest corner of the A dumbwaiter in the corner of the west wall has a button
kitchen is a dumbwaitera 2-foot-wide stone shaft con- on the wall next to it. Pressing the button rings the tiny
taining a wooden elevator box attached to a simple rope- bell in area 4A.
and-pulley mechanism that must be operated manually.
The shaft connects to areas 7A (the servants quarters) 8. Library
and 12A (the master bedroom). Hanging on the wall The master of the house used to spend many hours here
next to the dumbwaiter is a tiny brass bell attached by before his descent into madness.
wires to buttons in those other areas.
A Small character can squeeze into the elevator box
with a successful DC 10 Dexterity (Acrobatics) check. Red velvet drapes cover the windows of this room. An
The dumbwaiters rope-and-pulley mechanism can sup- exquisite mahogany desk and a matching high-back chair
port 200 pounds of weight before breaking. face the entrance and the fireplace, above which hangs

5. Dining Room a framed picture of a windmill perched atop a rocky


crag. Situated in corners of the room are two overstuffed
The centerpiece of this wood-paneled dining room is
chairs. Floor-to-ceiling bookshelves line the south wall.
a carved mahogany table surrounded by eight high-
backed chairs with sculpted armrests and cushioned A rolling wooden ladder allows one to more easily reach
seats. A crystal chandelier hangs above the table, which the high shelves.
is covered with resplendent silverware and crystal-
ware polished to a dazzling shine. Mounted above the
marble fireplace is a mahogany-framed painting of an The desk has several items resting atop it: an oil lamp,
alpine vale. a jar of ink, a quill pen, a tinderbox, and a letter kit
The wall paneling is carved with elegant images of containing a red wax candle, four blank sheets of parch-
deer among the trees. Characters who search the walls ment, and a wooden seal bearing the Durst familys in-
for secret doors or otherwise inspect the paneling can, signia (a windmill). The desk drawer is empty except for
with a successful DC 12 Wisdom (Perception) check, an iron key, which unlocks the door to area 20.
see twisted faces carved into the tree trunks and wolves The bookshelves hold hundreds of tomes covering a
lurking amid the carved foliage. range of topics including history, warfare, and alchemy.
Red silk drapes cover the windows, and a tapestry There are also several shelves containing first-edition
depicting hunting dogs and horse-mounted aristocrats collected works of poetry and fiction. The books rot and
chasing after a wolf hangs from an iron rod bolted to the fall apart if taken from the house.
south wall. Secret Door
The silverware tarnishes, the crystal cracks, the
A secret door behind one bookshelf can be unlocked
portrait fades, and the tapestry rots if removed from
and swung open by pulling on a switch disguised to look
the house.
like a red-covered book with a blank spine. A character
inspecting the bookshelf spots the fake book with a suc-
6. Upper Hall cessful DC 13 Wisdom (Perception) check. Unless the
Unlit oil lamps are mounted on the walls of this elegant secret door is propped open, springs in the hinges cause
hall. Hanging above the mantelpiece is a wood-framed it to close on its own. Beyond the secret door lies area 9.
portrait of the Durst family: Gustav and Elisabeth Durst
with their two smiling children, Rose and Thorn. Cra- 9. Secret Room
dled in the fathers arms is a swaddled baby, which the
This secret room contains bookshelves packed with
mother regards with a hint of scorn.
tomes describing fiend-summoning rituals and the nec-
Standing suits of armor flank wooden doors in the
romantic rituals of a cult called the Priests of Osybus.
east and west walls. Each suit of armor clutches a spear
The rituals are bogus, which any character can ascer-
and has a visored helm shaped like a wolfs head. The
tain after studying the books for 1 hour and succeeding
doors are carved with dancing youths, although close
on a DC 12 Intelligence (Arcana) check.

2016 Wizards of the Coast


A heavy wooden chest with clawed iron feet stands damage or a character approaches within 5 feet of it. It
against the south wall, its lid half-closed. Sticking out fights until destroyed.
of the chest is a skeleton in leather armor. Close inspec- Oil lamps are mounted on the oak-paneled walls,
tion reveals that the skeleton belongs to a human who which are carved with woodland scenes of trees, falling
triggered a poisoned dart trap. Three darts are stuck in leaves, and tiny critters. Characters who search the
the dead adventurers armor and ribcage. The dart-firing walls for secret doors or otherwise inspect the panel-
mechanism inside the chest no longer functions. ing can, with a successful DC 12 Wisdom (Perception)
Clutched in the skeletons left hand is a letter bearing check, notice tiny corpses hanging from the trees and
the seal of Strahd von Zarovich, which the adventurer worms bursting up from the ground.
tried to remove from the chest. Written in flowing script,
the letter reads as follows: Secret Door
A secret door in the west wall can be found with a suc-
My most pathetic servant,
cessful DC 15 Wisdom (Perception) check. It pushes
I am not a messiah sent to you by the Dark Powers
open easily to reveal a cobweb-filled wooden staircase
of this land. I have not come to lead you on a path to
leading up to the attic.
immortality. However many souls you have bled on your
hidden altar, however many visitors you have tortured 12. Master Suite
in your dungeon, know that you are not the ones who
brought me to this beautiful land. You are but worms The double doors to this room have dusty panes of
writhing in my earth. stained glass set into them. Designs in the glass resem-
You say that you are cursed, your fortunes spent. You ble windmills.
abandoned love for madness, took solace in the bosom The dusty, cobweb-filled master bedroom (area 12A)
of another woman, and sired a stillborn son. Cursed by has burgundy drapes covering the windows. Furnish-
darkness? Of that I have no doubt. Save you from your ings include a four-poster bed with embroidered cur-
wretchedness? I think not. I much prefer you as you are. tains and tattered gossamer veils, a matching pair of
empty wardrobes, a vanity with a wood-framed mirror
Your dread lord and master, and jewelry box (see Treasure), and a padded chair. A
Strahd von Zarovich rotting tiger-skin rug lies on the floor in front of the fire-
place, which has a dust-covered portrait of Gustav and
Treasure Elisabeth Durst hanging above it. A web-filled parlor in
The chest contains three blank books with black leather the southwest corner contains a table and two chairs.
covers (worth 25 gp each), three spell scrolls (bless, Resting on the dusty tablecloth is an empty porcelain
protection from poison, and spiritual weapon), the deed bowl and a matching jug.
to the house, the deed to a windmill, and a signed will. A door facing the foot of the bed has a full-length mir-
The windmill referred to in the second deed is situated ror mounted on it. The door opens to reveal an empty,
in the mountains east of Vallaki (see chapter 6, Old dust-choked closet (area 12B). A door in the parlor leads
Bonegrinder). The will is signed by Gustav and Elisa- to an outside balcony (area 12C).
beth Durst and bequeathes the house, the windmill, and
all other family property to Rosavalda and Thornboldt Dumbwaiter
Durst in the event of their parents deaths. The books, A dumbwaiter in the corner of the west wall has a button
scrolls, deeds, and will age markedly if taken from the on the wall next to it. Pressing the button rings the tiny
house but remain intact. bell in area 4A.

10. Conservatory Treasure


The jewelry box on the vanity is made of silver with gold
Gossamer drapes cover the windows of this elegantly filigree (worth 75 gp). It contains three gold rings (worth
appointed hall, which has a brass-plated chandelier 25 gp each) and a thin platinum necklace with a topaz
hanging from the ceiling. Upholstered chairs line the pendant (worth 750 gp).
walls, and stained-glass wall hangings depict beau-
tiful men, women, and children singing and playing 13. Bathroom
instruments.
A harpsichord with a bench rests in the northwest This dark room contains a wooden tub with clawed feet,
corner. Near the fireplace is a large standing harp. Ala- a small iron stove with a kettle resting atop it, and a bar-
baster figurines of well-dressed dancers adorn the man- rel under a spigot in the east wall. A cistern on the roof
telpiece. Close inspection of them reveals that several used to collect rainwater, which was borne down a pipe
are carvings of well-dressed skeletons. to the spigot; however, the plumbing no longer works.

11. Balcony 14. Storage Room


Characters who climb the red marble staircase to its full Dusty shelves line the walls of this room. A few of the
height come to a dusty balcony with a suit of black plate shelves have folded sheets, blankets, and old bars of
armor standing against one wall, draped in cobwebs. soap on them. A cobweb-covered broom of animated
This suit of animated armor attacks as soon as it takes attack (see appendix D) leans against the far wall; it at-
tacks any creature approaching within 5 feet of it.

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15. Nursemaids Suite mains and succeeding on a DC 14 Wisdom (Medicine)
check can verify that the woman was stabbed to death
Dust and cobwebs shroud an elegantly appointed bed- by multiple knife wounds.
room (area 15A) and an adjoining nursery (area 15B). If the characters disturb the remains, the nursemaids
Double doors set with panes of stained glass pull open specter appears and attacks unless it was previously
to reveal a balcony (area 15C) overlooking the front of defeated in area 15.
the house.
The bedroom once belonged to the familys nurse- Secret Door
maid. The master of the house and the nursemaid had A secret door in the east wall appears only when certain
an affair, which led to the birth of a stillborn baby named conditions are met; see area 21 for more information.
Walter. The cult slew the nursemaid shortly thereafter.
Unless the characters already defeated it in area 18, the 19. Spare Bedroom
nursemaids spirit haunts the bedroom as a specter.
This web-filled room contains a slender bed, a night-
The specter manifests and attacks when a character
stand, a rocking chair, an empty wardrobe, and a small
opens the door to the nursery. The specter resembles a
iron stove.
terrified, skeletally thin young woman; it cant speak or
be reasoned with.
The bedroom contains a large bed, two end tables,
20. Childrens Room
and an empty wardrobe. Mounted on the wall next to the The door to this room is locked from the outside (see
wardrobe is a full-length mirror with an ornate wooden area 16 for details).
frame carved to look like ivy and berries. Characters
who search the wall for secret doors or otherwise in-
This room contains a bricked-up window flanked by two
spect the mirror can, with a successful DC 12 Wisdom
(Perception) check, notice eyeballs among the berries. dusty, wood-framed beds sized for children. Closer to the
The wall behind the mirror has a secret door in it (see door is a toy chest with windmills painted on its sides
Secret Door below). and a dollhouse thats a perfect replica of the dreary ed-
The nursery contains a crib covered with a hanging ifice in which you stand. These furnishings are draped in
black shroud. When characters part the shroud, they cobwebs. Lying in the middle of the floor are two small
see a tightly wrapped, baby-sized bundle lying in the
skeletons wearing tattered but familiar clothing. The
crib. Characters who unwrap the blanket find nothing
inside it. smaller of the two cradles a stuffed doll that you also
recognize.
Secret Door
A secret door behind the mirror can be found with a
successful DC 15 Wisdom (Perception) check. It pushes The Durst children, Rose and Thorn, were neglected
open easily to reveal a cobweb-filled wooden staircase by their parents and locked in this room until they
leading up to the attic. starved to death. Their small skeletons lie in the middle
of the floor, plain as day, wearing tattered clothing that
16. Attic Hall the characters recognize as belonging to the children.
Thorns skeleton cradles the boys stuffed doll.
This bare hall is choked with dust and cobwebs.
The toy chest contains an assortment of stuffed an-
Locked Door imals and toys. Characters who search the dollhouse
The door to area 20 is held shut with a padlock. Its key and succeed on a DC 15 Wisdom (Perception) check
is kept in the library (area 8), but the lock can also be find all of the houses secret doors, including one in the
picked with thieves tools and a successful DC 15 Dex- attic that leads to a spiral staircase (a miniature replica
terity check. of area 21).

17. Spare Bedroom Rose and Thorn


If either the dollhouse or the chest is disturbed, the
This dust-choked room contains a slender bed, a night- ghosts of Rose and Thorn appear in the middle of the
stand, a small iron stove, a writing desk with a stool, an room. Use the ghost statistics in the Monster Manual,
empty wardrobe, and a rocking chair. A smiling doll in a with the following modifications:
lacy yellow dress sits in the northern window box, cob-
The ghosts are Small and lawful good.
webs draping it like a wedding veil.
They have 35 (10d6) hit points each.
18. Storage Room They lack the Horrifying Visage action.
They speak Common and have a challenge rating of
This dusty chamber is packed with old furniture (chairs, 3 (700 XP).
coat racks, standing mirrors, dress mannequins, and
the like), all draped in dusty white sheets. Near an iron The children dont like it when the characters disturb
stove, underneath one of the sheets, is an unlocked their toys, but they fight only in self-defense. Unlike the
wooden trunk containing the skeletal remains of the illusions outside the house, these children know that
familys nursemaid, wrapped in a tattered bedsheet theyre dead. If asked how they died, Rose and Thorn
stained with dry blood. A character inspecting the re- explain that their parents locked them in the attic to

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protect them from the monster in the basement, and Dungeon Features
that they died from hunger. If asked how one gets to The dungeon level underneath Death House is carved
the basement, Rose points to the dollhouse and says, out of earth, clay, and rock. The tunnels are 4 feet wide by
Theres a secret door in the attic. Characters who then 7 feet high with timber braces at 5-foot intervals. Rooms
search the dollhouse for secret doors gain advantage on are 8 feet tall and supported by thick wooden posts with
their Wisdom (Perception) checks to find them. crossbeams. The only exception is area 38, which has a
The children fear abandonment. If one or more char- 16-foot-high ceiling supported by stone pillars. Characters
without darkvision must provide their own light sources,
acters try to leave, the ghost-children attempt to possess
as the dungeon is unlit.
them. If one of the ghosts possesses a character, allow As the characters explore the dungeon, they see cen-
the player to retain control of the character, but assign turies-old human footprints in the earthen floor leading
the character one of the following flaws: every which way.
A character possessed by Rose gains the following
flaw: I like being in charge and get angry when other throughout. Its impossible to gauge where the sound is
people tell me what to do. coming from until the characters reach area 26 or 29.
A character possessed by Thorn gains the following They cant discern its words until they reach area 35.
flaw: Im scared of everything, including my own
shadow, and weep with despair when things dont 23. Family Crypts
go my way. Several crypts have been hewn from the earth. Each
A character possessed by the ghost of Rose or Thorn crypt is sealed with a stone slab unless noted otherwise.
wont willingly leave Death House or the dungeon be- Removing a slab from its fitting requires a successful
low it. Both ghosts can be intimidated into leaving their DC 15 Strength (Athletics) check; using a crowbar or
hosts with a successful DC 11 Charisma (Intimidation) the like grants advantage on the check.
check made as an action.
A ghost reduced to 0 hit points can reform at dawn
23A. Empty Crypt
the next day. The only way to put the childrens spirits to The blank stone slab meant to seal this crypt leans
rest is to put their skeletal remains in their tombs (areas against a nearby wall. The crypt is empty.
23E and 23F). The children dont know this, however. 23B. Walters Crypt
Development The stone slab meant to seal this crypt leans against
If the party lays the childrens spirits to rest, each a nearby wall. Etched into it is the name Walter Durst.
character gains inspiration (see Inspiration in chap- The crypt is empty.
ter 4, Personality and Background, of the Players 23C. Gustavs Crypt
Handbook).
The stone slab is etched with the name Gustav Durst.
The chamber beyond contains an empty coffin atop a
21. Secret Stairs stone bier.
A narrow spiral staircase made of creaky wood is con-
tained within a 5-foot-wide shaft of mortared stone that 23D. Elisabeths Crypt
starts in the attic and descends 50 feet to the dungeon The stone slab is etched with the name Elisabeth Durst.
level, passing through the lower levels of the house as The crypt contains a stone bier with an empty coffin
it makes its descent. Thick cobwebs fill the shaft and atop it. A swarm of insects (centipedes) boils out of the
reduce visibility in the staircase to 5 feet. back wall and attacks if the coffin is disturbed.
The secret door and shaft dont exist until the house
reveals them, which can happen in one of two ways: 23E. Roses Crypt
The stone slab is etched with the name Rosavalda
The characters find Strahds letter in the secret room Durst. The chamber beyond contains an empty coffin on
behind the library (area 9). a stone bier.
The characters find the replica secret door in the attic If Roses skeletal remains (see area 20) are placed in
of the dollhouse (area 20). the coffin, the childs ghost finds peace and disappears
Once the house wills the secret door into existence, forever. A character possessed by Roses ghost when
characters find it automatically if they search the wall this occurs is no longer possessed (see also the Devel-
(no ability check required). Characters who descend the opment section in area 20).
spiral staircase end up in area 22.
23F. Thorns Crypt
22. Dungeon Level Access The stone slab is etched with the name Thornboldt
Durst. The chamber beyond contains an empty coffin on
The wooden spiral staircase from the attic ends here.
a stone bier.
A narrow tunnel stretches southward before branching
If Thorns skeletal remains (see area 20) are placed in
east and west.
the coffin, the childs ghost finds peace and disappears
Ghostly Chanting forever. A character possessed by Thorns ghost when
From the moment they arrive in the dungeon, the this occurs is no longer possessed (see also the Devel-
characters can hear an eerie, incessant chant echoing opment section in area 20).

2016 Wizards of the Coast


24. Cult Initiates Quarters 29. Ghoulish Encounter
A wooden table and four chairs stand at the east end The ghostly chanting heard throughout the dungeon is
of this room. To the west are four alcoves containing noticeably louder to the north. When one or more char-
moldy straw pallets. acters reach the midpoint of the four-way tunnel inter-
section, four ghouls (former cultists) rise up out of the
25. Well and Cultist Quarters ground in the spaces marked X on the map and attack.
A 4-foot-diameter well shaft with a 3-foot-high stone The ghouls fight until destroyed.
lip descends 30 feet to a water-filled cistern. A wooden
bucket hangs from a rope-and-pulley mechanism bolted 30. Stairs Down
to the crossbeams above the well. Its obvious to any character standing at the top of this
Five side rooms once served as quarters for senior 20-foot-long staircase that the ghostly chants originate
cultists. Each contains a wood-framed bed with a moldy from somewhere below. Characters who descend the
straw mattress and a wooden chest to hold personal stairs and follow the hall beyond arrive in area 35.
belongings. Each chest is secured with a rusty iron pad-
lock that can be picked with thieves tools and a success- 31. Darklords Shrine
ful DC 15 Dexterity check.

Treasure This room is festooned with moldy skeletons that hang


In addition to some worthless personal effects, each from rusty shackles against the walls. A wide alcove in
chest contains one or more valuable items.
the south wall contains a painted wooden statue carved
25A. This rooms chest contains 11 gp and 60 sp in a in the likeness of a gaunt, pale-faced man wearing a vo-
pouch made of human skin.
luminous black cloak, his pale left hand resting on the
25B. This rooms chest contains three moss agates
head of a wolf that stands next to him. In his right hand,
(worth 10 gp each) in a folded piece of black cloth.
25C. This rooms chest contains a black leather eye- he holds a smoky-gray crystal orb.
patch with a carnelian (worth 50 gp) sewn into it. The room has exits in the west and north walls. Chant-
25D. This rooms chest contains an ivory hairbrush with ing can be heard coming from the west.
silver bristles (worth 25 gp).
25E. This rooms chest contains a silvered shortsword
(worth 110 gp). The statue depicts Strahd, to whom the cultists made
sacrifices in the vain hope that he might reveal his dark-
26. Hidden Spiked Pit est secrets to them. If the characters touch the statue or
take the crystal orb from Strahds hand, five shadows
The ghostly chanting heard throughout the dungeon
form around the statue and attack them. The shadows
gets discernibly louder as one heads west along this
(the spirits of former cultists) pursue those who flee be-
tunnel. A successful DC 15 Wisdom (Perception) check
yond the rooms confines.
reveals an absence of footprints. Characters searching
The skeletons on the wall are harmless decor.
the floor for traps find a 5-foot-long, 10-foot-deep pit
hidden under several rotted wooden planks, all hidden Concealed Door
under a thin layer of dirt. The pit has sharpened wooden Characters searching the room for secret doors find a
spikes at the bottom. The first character to step on the concealed door in the middle of the east wall with a suc-
cover falls through, landing prone and taking 3 (1d6) cessful DC 10 Wisdom (Perception) check. Its basically
bludgeoning damage from the fall plus 11 (2d10) pierc- an ordinary (albeit rotted) wooden door hidden under a
ing damage from the spikes. layer of clay. The door pulls open to reveal a stone stair-
case that climbs 10 feet to a landing (area 32).
27. Dining Hall
This room contains a plain wooden table flanked by long Treasure
benches. Moldy humanoid bones lie strewn on the dirt The crystal orb is worth 25 gp. It can be used as an ar-
floorthe remains of the cults vile banquets. cane focus but is not magical.
In the middle of the south wall is a darkened alcove
(area 28). Characters who approach within 5 feet of the 32. Hidden Trapdoor
alcove provoke the creature that lurks there. The staircase ends at a landing with a 6-foot-high ceil-
ing of close-fitting planks with a wooden trapdoor set
28. Larder into it. The trapdoor is bolted shut from this side and
This alcove contains a grick that slithers out to attack can be pushed open to reveal the den (area 3) above.
the first character it sees within 5 feet of it. Any charac-
ter with a passive Wisdom (Perception) score under 12 Development
is surprised by it. The alcove is otherwise empty. Once the trapdoor has been found and opened, it re-
mains available to characters as a way into and out of
the dungeon level.

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33. Cult Leaders Den An iron pendant adorned with a devils face
The shrunken, shriveled head of a halfling
The door in the southwest corner is a mimic in disguise. A small wooden coffer containing a dire wolfs with-
Any creature that touches the door becomes adhered to ered tongue
the creature, whereupon the mimic attacks. The mimic
also attacks if its takes any damage. The southernmost tunnel slopes down at a 20-degree
A chandelier is suspended above a table in the middle angle into murky water and ends at a rusty portcullis
of the room. Two high-backed chairs flank the table, (area 37).
which has an empty clay jug and two clay flagons atop
it. Iron candlesticks stand in two corners, their candles 36. Prison
long since melted away. The cultists shackled prisoners to the back walls of
alcoves here. The prisoners are long gone (their bones
34. Cult Leaders Quarters litter the floor in area 27), but the rusty shackles remain.
This room contains a large wood-framed bed with a
rotted feather mattress, a wardrobe containing several
Secret Door
old robes, a pair of iron candlesticks, and an open crate A secret door in the south wall can be found with a
containing thirty torches and a leather sack with fifteen successful DC 15 Wisdom (Perception) check and pulls
candles inside it. At the foot of the bed is an unlocked open to reveal area 38 beyond.
wooden footlocker containing some gear and magic Treasure
items (see Treasure below).
Hanging on the back wall of the cell marked X on the
Two ghasts (Gustav and Elisabeth Durst) are hidden
map is a human skeleton clad in a tattered black robe.
in cavities behind the earthen walls, marked X on the
The skeleton belongs to a cult member who questioned
map; they burst forth and attack if someone removes
the cults blind devotion to Strahd. Characters who
one or more items from the footlocker. The ghasts wear
search the skeleton find a gold ring (worth 25 gp) on one
tattered black robes.
of its bony fingers.
Treasure
Characters searching the footlocker find a folded cloak
37. Portcullis
of protection, a small wooden coffer (unlocked) con- This tunnel is blocked by a rusty iron portcullis that can
taining four potions of healing, a chain shirt, a mess be forcibly lifted with a successful DC 20 Strength (Ath-
kit, a flask of alchemists fire, a bullseye lantern, a set letics) check. Otherwise, the portcullis can be raised or
of thieves tools, and a spellbook with a yellow leather lowered by turning a wooden wheel half-embedded in
cover containing the following wizard spells: the east wall of area 38. (The wheel is beyond the reach
of someone east of the portcullis.) The floor around the
1st level: disguise self, identify, mage armor, magic mis-
portcullis is submerged under 2 feet of murky water.
sile, protection from evil and good
2nd level: darkvision, hold person, invisibility,
magic weapon
38. Ritual Chamber
The cult used to perform rituals in this sunken room.
These items were taken from adventurers who were
The chanting heard throughout the dungeon originates
drawn into Barovia, captured, and killed by the cult.
here, yet when the characters arrive, the dungeon falls
silent as the chanting mysteriously stops.
35. Reliquary
The ghostly chant emanating from area 38 fills this
room. Characters can discern a dozen or so voices say- The chanting stops as you peer into this forty-foot-square
ing, over and over, He is the Ancient. He is the Land. room. The smooth masonry walls provide excellent
The cult amassed several relics that it used in its acoustics. Featureless stone pillars support the ceiling,
rituals. These worthless items are stored in thirteen and a breach in the west wall leads to a dark cave heaped
niches along the walls:
with refuse. Murky water covers most of the floor. Stairs
A small, mummified, yellow hand with sharp claws (a lead up to dry stone ledges that hug the walls. In the
goblins hand) on a loop of rope middle of the room, more stairs rise to form an octago-
A knife carved from a human bone
nal dais that also rises above the water. Rusty chains with
A dagger with a rats skull set into the pommel
An 8-inch-diameter varnished orb made from a shackles dangle from the ceiling directly above a stone
nothics eye altar mounted on the dais. The altar is carved with hid-
An aspergillum carved from bone eous depictions of grasping ghouls and is stained with
A folded cloak made from stitched ghoul skin dry blood.
A desiccated frog lashed to a stick (could be mistaken
for a wand of polymorph)
A bag full of bat guano The water is 2 feet deep. The ledges and central dais are
A hags severed finger 5 feet high (3 feet higher than the waters surface), and
A 6-inch-tall wooden figurine of a mummy, its arms the chambers ceiling is 16 feet high (11 feet above the
crossed over its chest dais and ledges). The chains dangling from the ceiling

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are 8 feet long; the cultists would shackle prisoners to The Cult Is Appeased
the chains, dangle them above the altar, cut them open
with knives, and allow the altar to be bathed in blood. Death House harbors no ill will toward a party willing
Half embedded in the east wall is a wooden wheel to sacrifice a life to appease the cult. Once the sacrifice
connected to hidden chains and mechanisms. A charac- is made, the characters are free to go. Upon emerging
ter can use an action to turn the wheel, raising or lower- from the house, the characters advance to 3rd level.
ing the nearby portcullis (see area 37).
The hole in the west wall leads to a naturally formed
The Cult Is Denied
alcove. The half-submerged pile of refuse that fills it is a If the characters deny the cult its sacrifice and either
shambling mound, which the cultists dubbed Lorghoth destroy the shambling mound or escape from it, Death
the Decayer. It is asleep but awakens if attacked or if the House attacks them as they try to leave. When they re-
characters summon the cultists but refuse to complete turn upstairs, they must roll initiative as they discover
their ritual (see One Must Die! below). A character several architectural changes:
standing next to the mound can discern its true nature All the windows are bricked up; the bricked-up win-
with a successful DC 15 Intelligence (Nature) check. dows and the outer walls are impervious to the partys
One Must Die! weapon attacks and damage-dealing spells.
All the doors are gone, replaced by slashing scythe-
If any character climbs to the top of the dais, read:
blades. A character must succeed on a DC 15 Dexter-
ity (Acrobatics) check to pass through a blade-trapped
The chanting rises once more as thirteen dark appari- doorway unscathed. A character who spends 1 minute
tions appear on the ledges overlooking the room. Each studying the blades in a particular doorway can try to
take advantage of a momentary gap in their repeating
one resembles a black-robed figure holding a torch, but
movements and make a DC 15 Intelligence check
the torchs fire is black and seems to draw light into it.
instead. Failing either check, a character takes 2d10
Where youd expect to see faces are voids. slashing damage but manages to pass through the
One must die! they chant, over and over. One must doorway. Any creature pushed through a doorway
die! One must die! must succeed on a DC 15 Dexterity saving throw or
take the damage. The blades cant be disarmed.
Every room that contains a fireplace, an oven, or a
The apparitions are harmless figments that cant be stove is filled with poisonous black smoke. The room
damaged, turned, or dispelled. is heavily obscured, and any creature that starts its
Characters on the dais when the cultists appear must turn in the smoke must succeed on a DC 10 Constitu-
sacrifice a creature on the altar or face the cults wrath; tion saving throw or take 1d10 poison damage.
characters can ascertain what must be done with a The interior walls become rotted and brittle. Each
successful DC 11 Intelligence (Religion) or Wisdom 5-foot-section has AC 5 and 5 hit points, and can
(Insight) check. To count as a sacrifice, a creature must also be destroyed with a successful DC 10 Strength
die on the altar. The apparitions dont care what kind of (Athletics) check. Each 5-foot section of wall thats
creature is sacrificed, and they arent fooled by illusions. destroyed causes a swarm of rats to pour out and at-
If the characters make the sacrifice, the cultists fade tack. The swarm wont leave the house.
away, but their tireless chant of He is the Ancient. He is
Keep track of initiative as the characters make their
the Land, echoes again in the dungeon. Strahd is aware
way through the house. Once they escape, they advance
of the sacrifice, and Death House now does nothing to
to 3rd level, and the house does no more to harm them.
hinder the characters (see Endings below). __________________________________________________
If the characters leave the dais without making the Lead Designer: Christopher Perkins
sacrifice, the cultists chant changes: Lorghoth the Creative Consultants: Tracy and Laura Hickman
Decayer, we awaken thee! This chant rouses the sham- Designers: Adam Lee, Richard Whitters, Jeremy Crawford
Managing Editor: Jeremy Crawford
bling mound and prompts it to attack. It pursues prey
Editor: Kim Mohan
beyond the room but wont leave the dungeon. It can Editorial Assistance: Scott Fitzgerald Gray
move through tunnels without squeezing and completely D&D Lead Designers: Mike Mearls, Jeremy Crawford
fills its space. At the start of the shambling mounds first
turn, the chant changes again: The end comes! Death, Art Director: Kate Irwin
Additional Art Direction: Shauna Narciso, Richard Whitters
be praised! If the shambling mound dies, the chanting Graphic Designer: Emi Tanji
stops and the apparitions vanish forever. Interior Illustrators: Chuck Lukacs, Richard Whitters
Cartographers: Mike Schley
Endings Project Managers: Neil Shinkle, Heather Fleming
The mists of Ravenloft continue to surround Death Product Engineer: Cynda Callaway
House until the characters stand atop the dais and Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee
Prepress Specialist: Jefferson Dunlap
either appease or defy the cultists. Strahd is satisfied
either way, prompting the mists to recede. Other D&D Team Members: Greg Bilsland, Chris Dupuis, David
Gershman, John Feil, Trevor Kidd, Christopher Lindsay, Shelly
Mazzanoble, Ben Petrisor, Hilary Ross, Liz Schuh, Matt Sernett,
Nathan Stewart, Greg Tito

Death House
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2016 Wizards of the Coast

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